Fetch MVP matrix in monitor shader instead (#454)

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Lignum 2020-05-25 12:19:03 +02:00 committed by GitHub
parent d929c02d2a
commit 4ff33f165d
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2 changed files with 1 additions and 22 deletions

View File

@ -13,7 +13,6 @@
import net.minecraft.client.renderer.OpenGlHelper;
import org.apache.commons.io.IOUtils;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL20;
@ -27,12 +26,8 @@ class MonitorTextureBufferShader
{
static final int TEXTURE_INDEX = GL13.GL_TEXTURE3;
private static final FloatBuffer MATRIX_BUFFER = BufferUtils.createFloatBuffer( 16 );
private static final FloatBuffer PALETTE_BUFFER = BufferUtils.createFloatBuffer( 16 * 3 );
private static int uniformMv;
private static int uniformP;
private static int uniformFont;
private static int uniformWidth;
private static int uniformHeight;
@ -45,16 +40,6 @@ class MonitorTextureBufferShader
static void setupUniform( int width, int height, Palette palette, boolean greyscale )
{
MATRIX_BUFFER.rewind();
GL11.glGetFloat( GL11.GL_MODELVIEW_MATRIX, MATRIX_BUFFER );
MATRIX_BUFFER.rewind();
OpenGlHelper.glUniformMatrix4( uniformMv, false, MATRIX_BUFFER );
MATRIX_BUFFER.rewind();
GL11.glGetFloat( GL11.GL_PROJECTION_MATRIX, MATRIX_BUFFER );
MATRIX_BUFFER.rewind();
OpenGlHelper.glUniformMatrix4( uniformP, false, MATRIX_BUFFER );
OpenGlHelper.glUniform1i( uniformWidth, width );
OpenGlHelper.glUniform1i( uniformHeight, height );
@ -123,9 +108,6 @@ private static boolean load()
if( !ok ) return false;
uniformMv = getUniformLocation( program, "u_mv" );
uniformP = getUniformLocation( program, "u_p" );
uniformFont = getUniformLocation( program, "u_font" );
uniformWidth = getUniformLocation( program, "u_width" );
uniformHeight = getUniformLocation( program, "u_height" );

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@ -1,13 +1,10 @@
#version 140
uniform mat4 u_mv;
uniform mat4 u_p;
in vec3 v_pos;
out vec2 f_pos;
void main() {
gl_Position = u_p * u_mv * vec4(v_pos.x, v_pos.y, 0, 1);
gl_Position = gl_ModelViewProjectionMatrix * vec4(v_pos.x, v_pos.y, 0, 1);
f_pos = v_pos.xy;
}